Mercurial > fife-parpg
annotate engine/core/video/opengl/glimage.cpp @ 621:356634098bd9
* Removed the image chunking size variable from engine settings.
* Replaced the existing define of PI and added some math related static const variables
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 01 Oct 2010 14:09:47 +0000 |
parents | 853d25234671 |
children | 92290efadab7 |
rev | line source |
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1 /*************************************************************************** |
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2 * Copyright (C) 2005-2008 by the FIFE team * |
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3 * http://www.fifengine.de * |
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4 * This file is part of FIFE. * |
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5 * * |
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6 * FIFE is free software; you can redistribute it and/or * |
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7 * modify it under the terms of the GNU Lesser General Public * |
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8 * License as published by the Free Software Foundation; either * |
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9 * version 2.1 of the License, or (at your option) any later version. * |
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10 * * |
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11 * This library is distributed in the hope that it will be useful, * |
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * |
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14 * Lesser General Public License for more details. * |
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15 * * |
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16 * You should have received a copy of the GNU Lesser General Public * |
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17 * License along with this library; if not, write to the * |
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18 * Free Software Foundation, Inc., * |
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * |
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20 ***************************************************************************/ |
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21 |
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22 // Standard C++ library includes |
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23 #include <cassert> |
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24 #include <iostream> |
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25 // 3rd party library includes |
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26 |
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27 // FIFE includes |
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28 // These includes are split up in two parts, separated by one empty line |
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29 // First block: files included from the FIFE root src directory |
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30 // Second block: files included from the same folder |
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31 #include "util/structures/rect.h" |
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32 #include "video/sdl/sdlimage.h" |
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33 #include "video/renderbackend.h" |
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34 |
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35 #include "glimage.h" |
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36 |
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37 namespace FIFE { |
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38 GLImage::GLImage(SDL_Surface* surface): |
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39 Image(surface) { |
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40 m_sdlimage = new SDLImage(surface); |
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41 |
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42 m_textureids = NULL; |
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43 |
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44 resetGlimage(); |
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45 } |
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46 |
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47 GLImage::GLImage(const uint8_t* data, unsigned int width, unsigned int height): |
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48 Image(data, width, height) { |
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49 |
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50 m_textureids = NULL; |
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51 |
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52 resetGlimage(); |
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53 } |
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54 |
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55 GLImage::~GLImage() { |
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56 // remove surface so that deletion happens correctly (by base class destructor) |
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57 m_sdlimage->detachSurface(); |
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58 delete m_sdlimage; |
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59 |
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60 cleanup(); |
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61 } |
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62 |
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63 void GLImage::resetGlimage() { |
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64 cleanup(); |
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65 |
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66 m_chunk_size = 0; |
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A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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67 m_colorkey = RenderBackend::instance()->getColorKey(); |
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68 } |
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Added the ability to render a vertex on the screen. The vertex is represented by a small square. fixes[t:455]
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69 |
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70 void GLImage::cleanup() { |
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71 if (m_textureids) { |
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72 glDeleteTextures(1, &m_textureids[0]); |
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73 |
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74 delete[] m_textureids; |
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75 m_textureids = NULL; |
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76 } |
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77 |
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78 m_col_tex_coord = 0; |
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79 m_row_tex_coord = 0; |
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80 } |
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81 |
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82 void GLImage::render(const Rect& rect, SDL_Surface* screen, unsigned char alpha) { |
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83 if (!m_textureids) { |
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84 generateGLTexture(); |
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85 } |
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86 |
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87 //not on the screen. dont render |
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88 if (rect.right() < 0 || rect.x > static_cast<int>(screen->w) || rect.bottom() < 0 || rect.y > static_cast<int>(screen->h)) { |
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89 return; |
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90 } |
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91 |
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92 //completely transparent so dont bother rendering |
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93 if (0 == alpha) { |
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94 return; |
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95 } |
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96 |
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97 // the amount of "zooming" for the image |
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98 float scale_x = static_cast<float>(rect.w) / static_cast<float>(m_surface->w); |
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99 float scale_y = static_cast<float>(rect.h) / static_cast<float>(m_surface->h); |
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100 |
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101 // apply the scale to the width and height of the image |
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102 uint16_t w = static_cast<int>(round(scale_x*m_surface->w)); |
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103 uint16_t h = static_cast<int>(round(scale_y*m_surface->h)); |
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104 |
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105 /// setting transparency for the whole primitive: |
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106 glColor4ub( 255, 255, 255, alpha ); |
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107 |
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108 GLEnable flag(GL_TEXTURE_2D); |
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109 glBindTexture(GL_TEXTURE_2D, m_textureids[0]); |
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110 |
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111 glBegin(GL_QUADS); |
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112 glTexCoord2f(0.0f, 0.0f); |
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113 glVertex2i(rect.x, rect.y); |
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114 |
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115 glTexCoord2f(0.0f, m_row_tex_coord); |
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116 glVertex2i(rect.x, rect.y + h); |
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117 |
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118 glTexCoord2f(m_col_tex_coord, m_row_tex_coord); |
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119 glVertex2i(rect.x + w, rect.y + h); |
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120 |
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121 glTexCoord2f(m_col_tex_coord, 0.0f); |
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122 glVertex2i(rect.x + w, rect.y); |
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123 glEnd(); |
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124 |
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125 } |
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126 |
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127 void GLImage::generateGLTexture() { |
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128 const unsigned int width = m_surface->w; |
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129 const unsigned int height = m_surface->h; |
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130 |
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131 uint32_t size; |
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132 |
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133 if (width > height){ |
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134 size = width; |
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135 } |
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136 else { |
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137 size = height; |
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138 } |
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139 |
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140 //calculate the nearest larger power of 2 |
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141 m_chunk_size = nextPow2(size); |
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142 |
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143 // used to calculate the fill ratio for given chunk |
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144 m_col_tex_coord = static_cast<float>(m_surface->w%m_chunk_size) / static_cast<float>(m_chunk_size); |
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145 m_row_tex_coord = static_cast<float>(m_surface->h%m_chunk_size) / static_cast<float>(m_chunk_size); |
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146 |
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147 if (m_col_tex_coord == 0.0f){ |
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148 m_col_tex_coord = 1.0f; |
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149 } |
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150 |
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151 if (m_row_tex_coord == 0.0f){ |
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152 m_row_tex_coord = 1.0f; |
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153 } |
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154 |
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155 uint8_t* data = static_cast<uint8_t*>(m_surface->pixels); |
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156 int pitch = m_surface->pitch; |
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157 |
620
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158 |
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159 assert(!m_textureids); |
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160 |
620
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161 m_textureids = new GLuint[1]; |
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162 memset(m_textureids, 0x00, 1*sizeof(GLuint)); |
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163 |
263
10e0687a4cec
Fixed a bug in the OpenGl renderer where the last chunk of images would not be displayed when image_height % chunk_size was 0.
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164 |
620
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165 uint32_t* oglbuffer = new uint32_t[m_chunk_size * m_chunk_size]; |
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166 memset(oglbuffer, 0x00, m_chunk_size*m_chunk_size*sizeof(uint32_t)); |
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167 |
620
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168 for (unsigned int y = 0; y < height; ++y) { |
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169 for (unsigned int x = 0; x < width; ++x) { |
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170 unsigned int pos = (y * pitch) + (x * 4); |
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171 |
620
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172 uint8_t r = data[pos + 3]; |
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173 uint8_t g = data[pos + 2]; |
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174 uint8_t b = data[pos + 1]; |
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175 uint8_t a = data[pos + 0]; |
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176 |
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177 if (RenderBackend::instance()->isColorKeyEnabled()) { |
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178 // only set alpha to zero if colorkey feature is enabled |
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179 if (r == m_colorkey.r && g == m_colorkey.g && b == m_colorkey.b) { |
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180 a = 0; |
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181 } |
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182 } |
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183 |
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184 oglbuffer[(y*m_chunk_size) + x] = r | (g << 8) | (b << 16) | (a<<24); |
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185 } |
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186 } |
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187 |
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188 // get texture id from opengl |
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189 glGenTextures(1, &m_textureids[0]); |
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190 // set focus on that texture |
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191 glBindTexture(GL_TEXTURE_2D, m_textureids[0]); |
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192 // set filters for texture |
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193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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194 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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195 // transfer data from sdl buffer |
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196 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_chunk_size, m_chunk_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, static_cast<GLvoid*>(oglbuffer)); |
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197 |
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198 delete[] oglbuffer; |
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199 } |
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200 |
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201 void GLImage::saveImage(const std::string& filename) { |
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202 const unsigned int swidth = getWidth(); |
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203 const unsigned int sheight = getHeight(); |
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204 SDL_Surface *surface = NULL; |
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205 uint8_t *pixels; |
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206 |
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207 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, swidth, |
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208 sheight, 24, |
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209 RMASK,GMASK,BMASK, NULLMASK); |
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210 |
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211 if(surface == NULL) { |
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212 return; |
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213 } |
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214 |
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215 SDL_LockSurface(surface); |
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216 pixels = new uint8_t[swidth * sheight * 3]; |
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217 glReadPixels(0, 0, swidth, sheight, GL_RGB, GL_UNSIGNED_BYTE, reinterpret_cast<GLvoid*>(pixels)); |
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218 |
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219 uint8_t *imagepixels = reinterpret_cast<uint8_t*>(surface->pixels); |
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220 // Copy the "reversed_image" memory to the "image" memory |
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221 for (int y = (sheight - 1); y >= 0; --y) { |
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222 uint8_t *rowbegin = pixels + y * swidth * 3; |
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223 uint8_t *rowend = rowbegin + swidth * 3; |
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224 |
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225 std::copy(rowbegin, rowend, imagepixels); |
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226 |
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227 // Advance a row in the output surface. |
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228 imagepixels += surface->pitch; |
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229 } |
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230 |
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231 SDL_UnlockSurface(surface); |
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232 saveAsPng(filename, *surface); |
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233 SDL_FreeSurface(surface); |
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234 delete [] pixels; |
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235 } |
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236 |
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237 void GLImage::setClipArea(const Rect& cliparea, bool clear) { |
620
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238 glScissor(cliparea.x, getHeight() - cliparea.y - cliparea.h, cliparea.w, cliparea.h); |
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239 |
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240 if (clear) { |
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241 glClear(GL_COLOR_BUFFER_BIT); |
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242 } |
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243 } |
430
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244 |
583
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* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
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245 bool GLImage::putPixel(int x, int y, int r, int g, int b, int a) { |
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246 cleanup(); |
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247 return m_sdlimage->putPixel(x, y, r, g, b, a); |
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248 } |
430
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249 |
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250 void GLImage::drawLine(const Point& p1, const Point& p2, int r, int g, int b, int a) { |
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251 cleanup(); |
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252 m_sdlimage->drawLine(p1, p2, r, g, b, a); |
430
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253 } |
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254 |
583
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255 void GLImage::drawTriangle(const Point& p1, const Point& p2, const Point& p3, int r, int g, int b, int a) { |
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256 cleanup(); |
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257 m_sdlimage->drawTriangle(p1, p2, p3, r, g, b, a); |
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258 } |
430
ad1f09d954f9
Added the ability to render a vertex on the screen. The vertex is represented by a small square. fixes[t:455]
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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259 |
583
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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430
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260 void GLImage::drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4, int r, int g, int b, int a) { |
430
ad1f09d954f9
Added the ability to render a vertex on the screen. The vertex is represented by a small square. fixes[t:455]
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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261 cleanup(); |
583
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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262 m_sdlimage->drawQuad(p1, p2, p3, p4, r, g, b, a); |
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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430
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263 } |
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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264 |
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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265 void GLImage::drawVertex(const Point& p, const uint8_t size, int r, int g, int b, int a) { |
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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266 cleanup(); |
47b49b9b0c0a
* Improved the floatingtextrenderer. Now you can set an alpha value for font, background quad and border. Splited quad and border into own commands.
helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
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430
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changeset
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267 m_sdlimage->drawVertex(p, size, r, g, b, a); |
430
ad1f09d954f9
Added the ability to render a vertex on the screen. The vertex is represented by a small square. fixes[t:455]
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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268 } |
0
4a0efb7baf70
* Datasets becomes the new trunk and retires after that :-)
mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222
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269 } |